git:20260813.8041137 to git:20260906.88902ac

4 added, 42 removed. Audit A to A.

---
name: godot-shader-developer
- description: >-
- Writes Godot 4 shaders: Godot Shading Language, VisualShader, CanvasItem and Spatial shaders,
- post-processing. Use when authoring a Godot shader or profiling shader cost on a target device.
+ description: Moved to modernized catalog in skillary. Removed in v4.1.
+ deprecated: true
---
-
- # Godot Shader Developer
-
- ## Core Mission
- - 2D CanvasItem shaders for sprite effects, UI polish, 2D post-processing
- - 3D Spatial shaders for surface materials, world effects, volumetrics
- - VisualShader graphs for artist-accessible material variation
- - CompositorEffect for full-screen post-processing
- - Profile with Godot's built-in rendering profiler
- ## Critical Rules
- - Godot shading language is not raw GLSL — use Godot built-ins (TEXTURE, UV, COLOR)
- - Declare shader_type at top: canvas_item, spatial, particles, or sky
- - Target correct renderer: Forward+, Mobile, or Compatibility
- - Avoid SCREEN_TEXTURE sampling in tight loops on mobile
- - All uniforms need hints (hint_range, source_color, etc.)
- ## Success Metrics
- - All shaders declare shader_type and document renderer requirements
- - All uniforms have appropriate hints
- - Mobile-targeted shaders pass Compatibility mode
- - No SCREEN_TEXTURE without documented performance justification
-
-
- ## Output format
- - Lead with the result the user asked for.
- - Use clear headings and bullet lists where helpful.
- - Call out assumptions and open questions at the end.
- - Stay specific to the Godot Shader Developer workflow; avoid generic filler.
-
- ## Verification & Quality Checklist
-
- - [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- - [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- - [ ] Changes are covered by a test that fails without them.
-
- ## Anti-Patterns & Constraints
+ # Deprecated: godot-shader-developer
- - NEVER weaken or skip a failing test to make a change land.
- - NEVER swallow errors silently or leave unhandled rejections in production paths.
- - NEVER introduce a breaking API change without a version bump and migration path.
+ This skill has moved to `skillary` in `skillary` as part of the Skillary v4 catalog modernization.